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Markarth (6.2.5)
Updated:11/15/20 06:54 PM
Created:06/20/17 04:11 PM
Monthly downloads:665
Total downloads:269,967
Favorites:140
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Constellations  Popular! (More than 5000 hits)
Version: 1.1.6
by: Solinur [More]
With the new CP v2.0 system, there won't be any update to Constellations anymore.

Dependencies

None

Description

Distributing your CP to optimize your DPS can be a rather complicated affair. While browser based CP calculators are available, they still require you to get a parse, analyse it and enter the data manually.

This addon aims to simplify this process by automatically reading a Combat Metrics parse and enter all data automatically.

It then attempts to calculate a better CP distribution and shows your original and new damage factor.

Instructions:
  • Open Combat Metrics or the Champion Point Menu. The Constellations window will then open as well.
  • On the first tab in Constellations you need to enter the ratios of the various types of Damage you cause.
  • If you want to import a parse from Combat Metrics, browse to a fight and press the import button in the Constellations Window.
  • Don't forget to adjust your "Damage Bonus %" value, as this isn't determined automatically.
  • You can also select units (e.g. only the boss) in Combat Metrics so damage to other targets gets neglected.
  • Alternatively you can enter everything manually.
  • On the second tab you can edit the original CP composition. For new Combat Metrics Parses (since 0.7.4 on 20th of June) the CP composition is saved, so it will be restored on import. Otherwise your current CP distribution is preset.
  • When everything is set, press the calculate button on the 2nd tab.
  • If the new damage factor is higher (indicated by green text color) a better CP distribution has been found.

Current Limitations:
  • The addon can not automatically detect your Damage Done values. You need to set it yourself.
  • The addon can not set any CP's, you only get shown what would be optimal.
  • Some abilities may be missing from the database, which means they won't be automatically imported. A debug message will hint at these abilities. Please report them here, so I can implement them in the future.

Solinur (EU)
Version 1.1.6
  • Added a few missing abilities. Thx to yzanas and dg00des for the reports.

Version 1.1.5
  • API Bump to Markarth (100033)

Version 1.1.4
  • Added some missing data. (Thx to dhomhnuill and justme for reporting them)

Version 1.1.3
  • API Bump to Stonethorn (100032)

Version 1.1.2
  • Added missing data for Force Pulse (splash effect) and Flying Blade (second hit).
  • Increased DPS slider range to 200k.

Version 1.1.1
  • Added missing abilities: Puncturing Sweeps (thx @ daydreamr) and Stone Giant (thx @ migueltorres).

Version 1.1.0
  • Did some improvements to the optimization routine, which should now get a result faster.
  • In some cases not all CP are used (the result is still good), which will be displayed below the results.
  • Added a toggle to enforce the "Exploiter" passive of the Ritual constellation. Use this to see if a better result with Exploiter can be obtained.
  • Minimum/Maximum values of Spell Erosion and Piercing should now be followed, the only exception is when points for Exploiter are required.
  • Updated Vampire and Werewolf abilities for Greymoor.
  • Added a few Synergy abilities, based on best guesses (Don't want to bother anyone testing this with me, since those abilities are usually barely relevant in the overall damage composition).

Version 1.0.0
  • Added better display of results including percentage increase, DPS increase. In case you don't want to import a fight, the base DPS can be set on first page.
  • Added some limited support for Exploiter passive.
  • A few Notes on that:
  • When one of the investigated CP combinations fulfills requirements for the exploiter passive, it will now be attributed with the appropriate result that includes the (averaged) damage bonus.
  • The uptime of the required Off-Balance buff will be read from the imported data but can also be set on the first page. Default is the current maximum uptime. Keep in mind that in order to precisely attribute the effect, a reasonable estimation of "Damage Bonus %" on the first page is required.
  • The way the optimization works, does not always lead to it being checked. In order to force exploiter to be checked, you can set minimum and maximum poits in Thaumaturge to 75.

Version 0.4.18
  • Added Aegis Caller

Version 0.4.17
  • Checked and where necessary updated Templar abilities.
  • Updated Necrotic & Mystic Orb abilities (Thx to Parth for reporting this).

Version 0.4.16
  • API Bump to Harrowstorm (100030)
  • Didn't get around to check if any CP relevant changes were done to abilities. I'll have a look trough the patch notes next week, but feel free to notify me of changes.
  • Removed LibAddonMenu dependency since it is not actually used.
  • Code cleanup and small fixes

Version 0.4.15
  • Added a few Updates to abilities recently introduced or changed. Thanks to LiquidPony and iiJonno for reporting them.
  • Removed bundle Libraries. You will need to install LibAddonMenu separately, if you haven't done so already.
  • Removed unnecessary white spaces.
  • Fixed variables that were unintentionally global
  • Some minor fixes in XML code

Version 0.4.14
  • API Bump to Dragonhold (100029)
  • Info: The next update will remove bundled libraries.

Version 0.4.13
  • Checked and when necessary updated some abilities: Mage Guild, Soul Trap + morphs
  • Updated all bleeds so that they are affected by penetration now.

Version 0.4.12
  • API Bump to Scalebreaker (100028)
  • Updated Libraries
  • I didn't have time to check if the CP affecting abilities got changed. Please contact me if you find any wrongly attributed abilities.

Version 0.4.11
  • Updated Libs.
  • Checked and if necessary updated almost all abilities.
  • Added Necromance abilities.

Version 0.4.10
  • Updated Libs & Api Bump
  • Updated Sorcerer pet ability data. Thanks to @Tony1697 for pointing this out and providing some of the data.

Version 0.4.9
  • API Bump to Wrathstone (100026)
  • Reorganized bundled libraries (Make sure to activate them in the Addon Panel). This should fix a lua error some received.

Version 0.4.8
  • Added a few missing abilities. Thanks to Tonyleila, dhomhnuill and Deloth_Vyrr for the reports.

Version 0.4.7
  • API Bump to Murkmire (100025)

Version 0.4.6
  • Added a few missing skills and item procs. Thanks to Jonno for reporting them.

Version 0.4.5
  • Fixed critical error in Ability Data

Version 0.4.4
  • API Bump to Wolfhunter (100024)
  • Added Several missing Skills: One Hand and Shield, Werewolf, Psijic Guild, some Light and Heavy Attacks. Thanks to gvarnadoe and BjørnTheBurr for reporting some of them.

Version 0.4.3
  • API Bump to Summerset (100023)
  • Update LAM to r26

Version 0.4.2
  • Added ability data for Summerset. This required several hours of tedious work. Luckily @Latin did most of this work for me, for which I'm very grateful. If you are on US maybe consider sending hi, a little donation.

Version 0.4.1
  • Fixed two issues that would throw an error in some cases.

Version 0.4.0
  • Added crit damage done and penetration to the values retrieved from Combat Metrics on import.
  • Added button to reset detailed penetration data which is used after import from Combat Metrics

Version 0.3.10
  • Added new Abilitiy IDs for Puncturing Sweeps and Biting Jabs. Those were introduced due to the refactoring of those abilities by ZOS.
  • Added Zaan set proc.
  • Added some low rank abilities.

Version 0.3.9
  • Updated LibAddonMenu to version 2.0 r25 to fix an issue

Version 0.3.8
  • API Bump to Clockwork City (100021)
  • Added a few abilities
  • Fixed properties for Twisting Path

Version 0.3.7
  • Added Endless Fury Explosion

Version 0.3.6
  • API Bump to Horns of the Reach (100020)
  • Fixed some leaked global variables.
  • Added a bunch of Destro Staff abilities of lower ranks (thanks to catch22atplay)

Version 0.3.5
  • Fixed a bug that could cause incorrect calculations (including the suggestion to set CP not at jump points)

Version 0.3.4
  • Fixed an error that appeared when setting Min and Max for a CP to the same value.
  • Added data for a bunch of monster sets

Version 0.3.3
  • Added French Translation done by Llwydd - Thanks!
  • Fixed an error in the calculation Formula. In some cases this might change the result quite a bit.
  • Fixed messed up labels after Import
  • Updated Ability DB

Version 0.3.2
  • Fixed an error that happened when on type of damage was 0

Version 0.3.1
  • Updated Ability Database

Version 0.3.0
  • Initial Upload
Optional Files (0)


Archived Files (38)
File Name
Version
Size
Uploader
Date
1.1.5
26kB
Solinur
11/02/20 05:07 PM
1.1.4
26kB
Solinur
08/30/20 09:30 AM
1.1.3
26kB
Solinur
08/20/20 01:04 PM
1.1.2
26kB
Solinur
07/10/20 03:00 PM
1.1.1
26kB
decay2
06/07/20 03:20 PM
1.1.0
26kB
decay2
05/23/20 07:15 AM
1.0.0
25kB
decay2
05/21/20 10:39 AM
0.4.18
24kB
decay2
04/19/20 04:27 AM
0.4.17
24kB
decay2
03/12/20 04:09 PM
0.4.16
24kB
decay2
02/22/20 04:10 PM
0.4.15
24kB
decay2
11/05/19 05:06 PM
0.4.14
74kB
decay2
10/20/19 03:02 PM
0.4.13
74kB
decay2
08/22/19 03:54 PM
0.4.12
78kB
decay2
08/11/19 04:00 PM
0.4.11
75kB
decay2
05/18/19 05:32 PM
0.4.10
67kB
decay2
04/27/19 03:56 PM
0.4.9
68kB
decay2
01/21/19 05:51 PM
0.4.8
65kB
decay2
01/10/19 03:02 PM
0.4.7
63kB
decay2
10/21/18 11:50 AM
0.4.6
64kB
decay2
09/13/18 04:04 PM
0.4.5
64kB
decay2
08/13/18 05:17 AM
0.4.4
64kB
decay2
08/12/18 05:23 PM
0.4.4
64kB
decay2
08/12/18 05:21 PM
0.4.3
65kB
decay2
05/21/18 08:12 AM
0.4.2
65kB
decay2
04/23/18 06:58 PM
0.4.1
62kB
decay2
03/15/18 05:14 PM
0.4.0
62kB
decay2
03/12/18 03:53 PM
0.3.10
57kB
decay2
02/11/18 05:39 PM
0.3.9
57kB
decay2
01/05/18 12:28 PM
0.3.8
54kB
decay2
11/18/17 05:31 PM
0.3.7
54kB
decay2
09/21/17 01:51 PM
0.3.6
54kB
decay2
08/13/17 12:41 PM
0.3.5
54kB
decay2
07/29/17 01:02 PM
0.3.4
54kB
decay2
07/09/17 05:11 PM
0.3.3
53kB
decay2
06/27/17 01:11 PM
0.3.2
52kB
decay2
06/21/17 03:47 PM
0.3.1
52kB
decay2
06/20/17 04:39 PM
0.3.0
52kB
decay2
06/20/17 04:16 PM


Post A Reply Comment Options
Unread 07/05/17, 03:29 AM  
Solinur
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Forum posts: 78
File comments: 706
Uploads: 8
Re: Constellation - Instructions For Use

Originally Posted by Shadowshire
What are these "ratios" and how do I find out what their respective values are?

Does Constellations take into account that, in the combat calculations, all decimal fractions are now "floored" (truncated) to the integer value for the respective stars that have percentages? For example, 5.10% is truncated to 5 and 5.98% is truncated to 5. This means that the actual percentage benefit only increaes when the integer portion of the percentage value changes.
The ratios need to be taken from some combat addon. You need to know which fraction of your overall damage was done by Dots and which ones by Direct Damage and so on. This requires quite a bit of understanding of the game, so the easier option is to use Combat Metrics and import directly from there. I guess I'll work on an extended description, but the tooltips should give you an idea already.

Constellations takes jumppoints of the Champion Points into account. So it knows that all the fractions must be ignored. It even knows the real value so even when the tooltip shows 19.00 but in reality is 18.997 (a mistake that Zenimax made) it correctly assigns 18 and not 19.
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Unread 07/05/17, 12:26 PM  
MK32

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Re: Re: Unrecognized skills

Originally Posted by decay2
Originally Posted by MK32
Force pulse and Ilambris not recognized.

BTW Great addon!
I still have to go trough the monster sets. Force pulse should work though. Is it rank 4? Because for now there is only support for rank 4 abilities.

Everything is max level. Got these ID's in chat. Might be a component of Force Pulse, instead of the main damage tick.

48997 Force Pulse
80525 Ilambris
80526 Ilambris
Last edited by MK32 : 07/05/17 at 12:27 PM.
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Unread 07/05/17, 12:44 PM  
MK32

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Re: Re: LUA error

Originally Posted by decay2
Originally Posted by MK32
If I attempt to set min and max at 75 for Thematurge I get this error. I am using a Combat Metrics import if that matters.

user:/AddOns/Constellations/Constellations.lua:1092: attempt to index a nil value
stack traceback:
user:/AddOns/Constellations/Constellations.lua:1092: in function 'CST.Calculate'
Constellations_CalculateCalculateButton_MouseUp:2: in function '(main chunk)'
I'll have a look.

That being said you don't need to limit the max really. It will consider using 75 points along with other options.
I have found that often it is better to actually use 81 (the next jump point)
Thank you. Asayre's spreadsheet indicates diminishing returns above 75, compared to adding those extra points into Elfborn or Elemental. The delta increase in damage from 75 to 76 is very small compared to adding another point into either Elfborn or Elemental. Am I missing something?
Last edited by MK32 : 07/05/17 at 12:44 PM.
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Unread 07/05/17, 03:35 PM  
Solinur
AddOn Author - Click to view AddOns

Forum posts: 78
File comments: 706
Uploads: 8
Re: Re: Re: Unrecognized skills

Originally Posted by MK32
Originally Posted by decay2
Originally Posted by MK32
Force pulse and Ilambris not recognized.

BTW Great addon!
I still have to go trough the monster sets. Force pulse should work though. Is it rank 4? Because for now there is only support for rank 4 abilities.

Everything is max level. Got these ID's in chat. Might be a component of Force Pulse, instead of the main damage tick.

48997 Force Pulse
80525 Ilambris
80526 Ilambris
Of course ! Forgot about the splash damage . Gonna test this soon along with all the monster sets.

Also which spreadsheet are you referring to ? Is it updated for Morrowind ?
Last edited by Solinur : 07/05/17 at 03:35 PM.
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Unread 07/06/17, 03:29 PM  
MK32

Forum posts: 0
File comments: 120
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Re: Re: Re: Re: Unrecognized skills

Originally Posted by decay2
Originally Posted by MK32
Originally Posted by decay2
Originally Posted by MK32
Force pulse and Ilambris not recognized.

BTW Great addon!
I still have to go trough the monster sets. Force pulse should work though. Is it rank 4? Because for now there is only support for rank 4 abilities.

Everything is max level. Got these ID's in chat. Might be a component of Force Pulse, instead of the main damage tick.

48997 Force Pulse
80525 Ilambris
80526 Ilambris
Of course ! Forgot about the splash damage . Gonna test this soon along with all the monster sets.

Also which spreadsheet are you referring to ? Is it updated for Morrowind ?
ty! I updated and added to the spreadsheet so it's possible I missed something but Thematurge 75 to 76 damage increase is very low compared to Elfborn 40 to 41 damage increase for example.
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Unread 07/06/17, 05:29 PM  
Solinur
AddOn Author - Click to view AddOns

Forum posts: 78
File comments: 706
Uploads: 8
Re: Re: Re: Re: Re: Unrecognized skills

Originally Posted by MK32
Originally Posted by decay2
Originally Posted by MK32
Originally Posted by decay2
Originally Posted by MK32
Force pulse and Ilambris not recognized.

BTW Great addon!
I still have to go trough the monster sets. Force pulse should work though. Is it rank 4? Because for now there is only support for rank 4 abilities.

Everything is max level. Got these ID's in chat. Might be a component of Force Pulse, instead of the main damage tick.

48997 Force Pulse
80525 Ilambris
80526 Ilambris
Of course ! Forgot about the splash damage . Gonna test this soon along with all the monster sets.

Also which spreadsheet are you referring to ? Is it updated for Morrowind ?
ty! I updated and added to the spreadsheet so it's possible I missed something but Thematurge 75 to 76 damage increase is very low compared to Elfborn 40 to 41 damage increase for example.
Can you link the spreadsheet?
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Unread 07/09/17, 08:50 PM  
MK32

Forum posts: 0
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Re: Re: Re: Re: Re: Re: Unrecognized skills

Originally Posted by decay2
Originally Posted by MK32
Originally Posted by decay2
Originally Posted by MK32
Originally Posted by decay2
Originally Posted by MK32
Force pulse and Ilambris not recognized.

BTW Great addon!
I still have to go trough the monster sets. Force pulse should work though. Is it rank 4? Because for now there is only support for rank 4 abilities.

Everything is max level. Got these ID's in chat. Might be a component of Force Pulse, instead of the main damage tick.

48997 Force Pulse
80525 Ilambris
80526 Ilambris
Of course ! Forgot about the splash damage . Gonna test this soon along with all the monster sets.

Also which spreadsheet are you referring to ? Is it updated for Morrowind ?
ty! I updated and added to the spreadsheet so it's possible I missed something but Thematurge 75 to 76 damage increase is very low compared to Elfborn 40 to 41 damage increase for example.
Can you link the spreadsheet?
It's a mess. I'll try to clean it up and post it somewhere.
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Unread 07/10/17, 02:23 AM  
catch22atplay

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To bad a lot of the data for destruction staff and sorc abilities incorrectly assigns Thaumaturge as -True- on the spreadsheet you linked. Liquid Lightning for example is NOT a dot and does not get increased damage by using Thaumaturge. It instead increases via Master at Arms. And the familiars damage pulse increases with Master at arms as well. No spell that i use as a sorc gets increased by Thaurmaturge except the secondary effect of Destructive Touch which is a DOT. Burning effect i'd assume is increased by it as well as it should.

Retested this a few hours ago btw.

I can't say it's a great addon unless i'm assured it's assigning cp correctly. If it's using the incorrect data from the spreadsheet it's completely useless to me.
Last edited by catch22atplay : 07/10/17 at 02:25 AM.
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Unread 07/10/17, 03:22 AM  
Solinur
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Forum posts: 78
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Originally Posted by catch22atplay
To bad a lot of the data for destruction staff and sorc abilities incorrectly assigns Thaumaturge as -True- on the spreadsheet you linked. Liquid Lightning for example is NOT a dot and does not get increased damage by using Thaumaturge. It instead increases via Master at Arms. And the familiars damage pulse increases with Master at arms as well. No spell that i use as a sorc gets increased by Thaurmaturge except the secondary effect of Destructive Touch which is a DOT. Burning effect i'd assume is increased by it as well as it should.

Retested this a few hours ago btw.

I can't say it's a great addon unless i'm assured it's assigning cp correctly. If it's using the incorrect data from the spreadsheet it's completely useless to me.
I just looked over Destruction Staff abilities and don't see an issue there, what are you pointing at?
I can have a look at Sorc abilities.
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Unread 07/10/17, 03:29 AM  
Solinur
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Re: Re: Re: Re: Re: Re: Re: Unrecognized skills

Originally Posted by MK32
It's a mess. I'll try to clean it up and post it somewhere.
Not really neccessary, what I wanted to point at is that from 75 to 76 you wouldn't expect an increase in damage at all. This is because the next increase (the jumppoint) is at 81. A spreadsheet telling of any increase from 75 to 76 sounds like it is from a time before the Morrowind expansion.
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Unread 07/11/17, 09:55 AM  
vpdk7

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Originally Posted by catch22atplay
. And the familiars damage pulse increases with Master at arms as well. No spell that i use as a sorc gets increased by Thaurmaturge except the secondary effect of Destructive Touch which is a DOT. Burning effect i'd assume is increased by it as well as it should.
Is this correct? because at uesp familiars pulse and blockade is only thaurmaturge while liquid lightning is only master at arms.
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Unread 07/27/17, 11:20 AM  
catch22atplay

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Originally Posted by vpdk7
Originally Posted by catch22atplay
. And the familiars damage pulse increases with Master at arms as well. No spell that i use as a sorc gets increased by Thaurmaturge except the secondary effect of Destructive Touch which is a DOT. Burning effect i'd assume is increased by it as well as it should.
Is this correct? because at uesp familiars pulse and blockade is only thaurmaturge while liquid lightning is only master at arms.
No i was incorrect. I was bugged when testing. Oddly even my Illandris 2 piece set tooltip was showing doing 200 more damage then it should. Not that i test by tooltips cause i don't. But something was wrong.
The only way i could get good results was restarting the game after changing CP allocation.

Thaumaturge is used for Blockade, Liquid, Shock heavy attacks except the final tick, Pets Pulse, and oddly enough Mines.

Mast at Arms is used for Frag, Prey, Force Shock, Touch, Mages Wrath, Light attacks, and Heavy attacks, for a shock staff this is the final tick only.

Note i didn't cover everything nor did i include secondary effects. However note that Destructive Touch's secondary effect is a dot and gets increased by Thaumaturge.

Decay, the addon when used correctly is actually fairly accurate. It's suggests CP points extremely close to mine. My apologies dude.

Now if you could add the data for Shock Touch that would be cool. Unless you have the morphs (shock clench etc) i can wait til i level mine up.
Last edited by catch22atplay : 07/27/17 at 11:31 AM.
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Unread 07/28/17, 05:25 AM  
Solinur
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Originally Posted by catch22atplay
Originally Posted by vpdk7
Originally Posted by catch22atplay
. And the familiars damage pulse increases with Master at arms as well. No spell that i use as a sorc gets increased by Thaurmaturge except the secondary effect of Destructive Touch which is a DOT. Burning effect i'd assume is increased by it as well as it should.
Is this correct? because at uesp familiars pulse and blockade is only thaurmaturge while liquid lightning is only master at arms.
No i was incorrect. I was bugged when testing. Oddly even my Illandris 2 piece set tooltip was showing doing 200 more damage then it should. Not that i test by tooltips cause i don't. But something was wrong.
The only way i could get good results was restarting the game after changing CP allocation.

Thaumaturge is used for Blockade, Liquid, Shock heavy attacks except the final tick, Pets Pulse, and oddly enough Mines.

Mast at Arms is used for Frag, Prey, Force Shock, Touch, Mages Wrath, Light attacks, and Heavy attacks, for a shock staff this is the final tick only.

Note i didn't cover everything nor did i include secondary effects. However note that Destructive Touch's secondary effect is a dot and gets increased by Thaumaturge.

Decay, the addon when used correctly is actually fairly accurate. It's suggests CP points extremely close to mine. My apologies dude.

Now if you could add the data for Shock Touch that would be cool. Unless you have the morphs (shock clench etc) i can wait til i level mine up.
Oh thanks for reporting back on this. I also forgot about checking those spells once more, like I said, sorry for that. I'll check shock touch once more, but I guess only rank 4 is in for now. If you can provide me the ability id's and the ranks, I can add them though.

There still seems to be a bug where sometimes it doesn't result in proper jumppoint values but I haven't manage to reproduce this yet. If someone encounters this I'd like a screenshot of the chat output and the values that were set.

Edit: Found it!
Last edited by Solinur : 07/29/17 at 01:04 PM.
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Unread 07/30/17, 08:21 PM  
catch22atplay

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This is what i get with my sorc self buffed and debuffed. Now this doesn't mean the addon is wrong. However the exploit passive should be factored in there some how. And we know this requires 75 in The Ritual and that 75 in Thaumaturge is the best choice.


FYI i have 442cp. Gear is Necropotence and Julianas with 1 monster helm. No my rotation is not optimal. But there's a reason for that.
Last edited by catch22atplay : 08/02/17 at 07:58 PM.
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Unread 07/31/17, 02:55 AM  
Solinur
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Forum posts: 78
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Originally Posted by catch22atplay


This is what i get with my sorc self buffed and debuffed. Now this doesn't mean the addon is wrong. However the exploit passive should be factored in there some how. And we know this requires 75 in The Ritual and that 75 in Thaumaturge is the best choice.


FYI i have 442cp. Gear is Necropotence and Julianas with 1 monster helm. No my rotation is not optimal. But there's a reason for that.
It's not that easy to include the passives into the routine. I'm still thinking about how to do that. Meanwhile use the min /max inputs to guide the dumb algorithm towards some smarter choices. .
Last edited by Solinur : 07/31/17 at 02:56 AM.
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